Of Birds and Scroungers

Radio Assisted Visual and Environmental Navigator, stylized as R.A.V.E.N., is a highly advanced support drone. From defending a position with its turret assembler, to creating artificial terrain with its force field, it is equipped with a diverse arsenal suitable for almost all combat scenarios. But perhaps the most important function, is its ability to call down orbital support. Supplies, reinforcements, and the most horrific of them all, the Godhammer nuclear strike.


Deploy R.A.V.E.N.
A new ability available at level 1. Craft a R.A.V.E.N. toolkit which allows you to deploy a support drone.


Radio Assisted Visual and Environmental Navigator

The turmoil that persisted through most of the 15th century has led the Cult to reassess its position in a world of uncertainty, especially its approach to warfare and logistics. Project Neverwinter was hatched in 1450DR with the goal of developing an alternate route of transportation in the case of a catastrophe taking place on the ground. An unmarked island in Trackless Sea was chosen for the project. The island was surrounded by heavy fog which served as an ideal concealment for testing orbital delivery mechanic.




Introducing R.A.V.E.N., your trusty companion and access to Cult's orbital platform. Throughout your journey, R.A.V.E.N. will grow alongside you and receive additional upgrades to its existing abilities, as well as unlocking new abilities. (Note R.A.V.E.N.'s visor doesn't flash like this, it's just the gif)


Parasite Missile

A biological weapon designed to maximize both body horror and psychological trauma. While the missiles are compact and lack in blast radius, they make it up by spreading bioengineered viruses that turn host creatures into something Scroungers can utilize for greater effects

Fire two parasite missiles, first one deal poison damage, second one deals acid damage.
  • Cytopathic Payload: each missile has a chance to infect the target with a special pathogen, which will turn their host into a walking biobomb. Taking damage will trigger an explosion based on the damage type the host receives.
  • Contaminated Cargo: first missile has a chance to create a poison cloud, and apply horrid withering to a biobomb; second missile has a chance to create a pool of acid, and apply agonizing infestation to a biobomb.
  • Neural Overload: Detonating a biobomb has 20% chance to stun its host.


Deploy Force Field

A large bubble formed by a swarm of tiny drones circulating microfluids between themselves. The swarm anticipates incoming impact and solidifies part of the microfluids that is about to be hit. This enables the force field to be used not only as a blockade, but also as a bridge or a ladder to move troops across gaps.




Deploy a large force field and lock down an area. Force field blocks all projectiles and is treated as an impassable terrain for pathfinding purpose. Creatures outside the force field cannot walk through it, but those inside can walk out of it if they are able. You can jump onto the force field to gain high ground advantage, or use it as a ladder to reach otherwise difficult to reach areas.


Node Docking: Swarm Network

The collective consciousness of the Swarm, a vast network with immense computing power. Friendly creatures are allowed to tap into this network with R.A.V.E.N.'s help.

This ability is closely tied to scrounger's swarm army and new evolutions. We will go into details later.


Phototrain Transfusion

A highly advanced transfusion technology. The light beam essentially acts as a 'Phototrain' by exerting radiation pressure on encapsulated blood substitutes and funnel them towards a particular direction. Once the capsules touch the skin, they will safely breakdown and release their content into the patient's body. The artificial blood rapidly adjusts its chemical affinity to match host creature's chemical composition. In some cases it can even synthesize Biofuel for Scroungers.

Shine a gentle beam of golden light on allies and heal them.
  • Diffraction Grating: two additional targets can be selected.
  • Intravascular Separator: remove poison, disease and similar status.
  • Actuated Transesterification: once per long rest, fully restores a scrounger's biofuel.


Construct Field Turret

"A stationary defense system suitable for all security purposes. Field Turrets are quick and easy to assemble. Its mounted S100 Hornet Heavy Machine Gun can mow down any unwanted intruders, or try out the S200 Tar Beetle Field Artillery on those hiding behind covers. Please note that we are not responsible for any collateral damage."




Field Turret has its own set of skills which will be talked about later.


Call Down Sentry Turret

An upgraded version of Field Turret. It is more durable and provides a wider range of utility.




Mark a location with high-precision laser and request an orbital dispatchment of a Sentry Turret.
Sentry Turret has its own set of skills which will be talked about later.


Call Down Supply Container

One of the available orbital drops R.A.V.E.N. can request. The supply container is filled with useful items to help Scroungers survive. Higher quality items are gradually added to the container as Scroungers increase their reputation within the Cult (by leveling up).

Mark a location with high-precision laser and request an orbital dispatchment of some supplies. There are certain items that can only be obtained from the supply container.


Call Down Bio Marine

A genetically edited super soldier. Their combat prowess is inversely proportional to their lifespan.




Mark a location with high-precision laser and request an orbital dispatchment of a Biomarine. A supersoldier that excels in close quarters combat.
Bio Marine has its own set of skills which will be talked about later.


Call Down 'Godhammer' Orbital Strike



Godhammer's damage is split between three zones:
  • Ground Zero: force, fire and thunder.
  • Thermal Ring: fire and thunder.
  • Shockwave Ring: thunder.

Each zone is marked with ring of their respective color. Godhammer is detonated at surface to maximize Fallout, a lingering area effect that causes Radiation Poisoning.

To launch a Godhammer missile, it's a bit more involved than just R.A.V.E.N., you will need to pilot Bile Usher and construct an Orbital Guidance Amplifier first.


Orbital Guidance Amplifier (Bile Usher's new ability)

When Godhammer enters the atmosphere, it causes a geostorm that interferes with signal transmission. R.A.V.E.N.'s built-in laser designator is not enough to pinpoint the exact coordinate for orbital strike. Cult engineers came up with a solution to let Bile Usher carry a signal amplifier which R.A.V.E.N. could use to boost its guiding capability.


Once built, the amplifier will take 5 turns to calibrate geolocation. The beacon and the ring will glow after finishing calibration. R.A.V.E.N. can then target the beacon to call down a Godhammer.


Field Turret and Sentry Turret

S100 Hornet Heavy Machine Gun

A heavy machine gun designed to suppress incoming assaults and quickly mow down waves of foes. Hornet HMG is part of the 'Sentry' weapon series, the number 100 refers to the heavy machine gun family.




Each shot deals force damage and slightly knock targets back. Hornet Heavy Machine Gun comes with the following upgrades:
  • Efficient Cooling: rate of fire increased by 33%.
  • Ricochet Rounds: projectile bounces to an additional target with reduced range.
  • Explosive Rounds: projectile deals splash damage in a small radius.


S200 Tar Beetle Field Artillery

A long range field artillery with high altitude trajectory designed to bombard enemies behind cover. Tar Beetle FA is part of the 'Sentry' weapon series, the number 200 refers to the field artillery family.




Artillery blast deals fire damage. It comes with the following upgrades:
  • Power Management: this weapon uses bonus action points instead of action points.
  • Pyrotoxin: chance to apply Pyrotoxin.
  • Concentrated Napalm: explosion leaves an edible slimy fruit.


S300 Isabella Multi-shot Rocket Launcher

A cryogenic multi-shot rocket launcher named after a freeze tolerant moth, ideal for battlefield control. Isabella MRL is part of the 'Sentry' weapon series, the number 300 refers to the rocket launcher family.




Rocket deals cold damage. It comes with the following upgrades:
  • Compact Chamber: adds an extra projectile.
  • Flash Freeze: each rocket has a chance to apply Encrusted with Frost.
  • Cryonucleator: rockets create an Ice Cloud upon detonation.


Sentry Shield

A cloud of point defense drones barricading the Sentry Turret and its proximity. They work tirelessly to disrupt incoming projectiles and scatter beams. With certain upgrades, they can even briefly turn nearby air into hot plasma to significantly dampen shockwave impact. This technology is similar to that used by the force field, but without completely shutting down exchange between two sides.

An "energy shield" generated by the Sentry Turret, providing shelter for allies. Increases overall defense for those within the shield radius.
  • Shock Absorber: provides a flat damage reduction to allies within.
  • High-Capacity Battery: base effect increased by 50%.
  • Dense Plasma: provide Spell Resistance to allies within.


Hand of the Goddess



Ask your patron to move the Sentry Turret to a different location.


Bio Marine

As previously mentioned, Bio Marine excels at close quarters combat. Each of its hand is equipped with a different weapon. Left hand weapon deals bludgeoning damage and applies poison, while right hand weapon deals piercing damage and applies bleeding. It shares some abilities with Monk, but with new status effects and flavor texts to make its action feels more vivid.


CQC: Combination Blow

A close quarters combat technique used by the Cult's Bio Marine. A basic move refined to extreme with countless usage.




A reflavored Flurry of Blows, but now it's a basic attack.


CQC: Takedown

A close quarters combat technique used by the Cult's Bio Marine. Lower one's body and quickly jab forward, then follow up with a sweep kick to knock an opponent off balance.

A reflavored Topple.


CQC: Agitate

A close quarters combat technique used by the Cult's Bio Marine. Utilize evasive footwork to disguise one's intention and attack from unpredictable angles. Opponents might be goaded by this technique.

A reflavored Stagger, but replaced Stagger with Goad. Allows Bio Marine to taunt with this ability.


CQC: Repel

A close quarters combat technique used by the Cult's Bio Marine. Deliver two punches consecutively that builds upon each other's force to send an opponent flying.

A reflavored Push.


CQC: Concussion

A close quarters combat technique used by the Cult's Bio Marine. Build up one's rhythm with pendulum steps in preparation to strike an opponent's vital. To knock out someone this way without killing them requires precise control of force and great knowledge of anatomy.

A reflavored Stunning Strike, damage is changed to non-lethal.


Self-Detonation

A Bio Marine's last resort. Each Bio Marine has a superior explosive burrowed inside them. When the situation becomes dire, Bio Marine will go out with a bang and leave almost no traces for enemies to find.

As the name suggests, Bio Marine will detonate a superior bomb and kills itself. There are two options available: Atrophic Canister and Improvised Chemstick.


Combat Stimpack

A chemical delivery system equipped by every Bio Marine. The mixture enhances one's combat performance at the cost of their lifespan.

Combat Stimpack grants an effect that is similar to haste, but more tailored towards Bio Marine's needs. Once the effect wears off, Bio Marine's max hp will permanently reduced by 30%. This hp reduction builds up with each injection, and will eventually kill the Bio Marine.


Evolution: Membrane Outgrowth & Evolution: Elastic Myomere
Bio Marine has access to two of Scrounger's evolutions. Base evolutions are also overhauled, which will be talked about later.


Become the Swarm

Besides R.A.V.E.N., 8.0 update also brings you your very own Swarm Army, with 3 different units. Each unit provides a unique bonus to nearby swarm units.




Hiveling

The most basic unit of the Swarm. You have full control of them outside of combat. But once combat starts, they will act on their own.


Patchling

A more advanced unit of the Swarm. They are the medic of your Swarm army. But when needed, they can explode to deal acid splash damage. This explosion automatically critically strike buildings and objects.


Ultragore

The ultimate Swarm unit. They are the tank and the butcher.


Ultragore Skills

Gore

Basic attack, possibly applies bleeding.


Cleave

A more advanced attack. Ultragore sweeps an area in front of it and pulls everyone towards it.


Seismic Shift

Swarm's powerful claws and mandibles allow them to peel away layers of earth with ease. Cult biologists were initially puzzled by this evolutionary feature, as the Swarm has no need to hide from predators or shield themselves from extreme weathers. It was soon discovered that the Swarm is both an apex predator as well as a decomposer. Further insights revealed a highly advanced, almost militaristic hive society. Today, research of the Swarm is still ongoing within the Cult, and some Scroungers have already incorporated themselves into the collective consciousness of this fascinating species.




Ultragore burrows into the ground and reemerges at target location, causing a seismic activity that knocks creatures off balance. If they are already off balance, they will be knocked prone instead.


Evolution: Mineralized Carapace

Evolution of Ultragore's exoskeleton has lead to special pharynges that dot its surface. Similar to spiracles, these pharynges are connected to a reservoir system through peristalsis-enabled tubule organs. Mineral grains collected from different landscapes and weather phenomena are stored here and refined overtime much like pearls. Ultragore can, at will, push these grains out and form a protective overlay. Each tiny section is connected via interlocking sutures composed of collagen fibers that dynamically responds to external stress loading. This allows the overlay to switch between rigid and deformative states within nanoseconds.




An evolution that is exclusive to Ultragore. Ultragore shield itself with a layer of refined minerals grains. It gains resistance to physical damage, and a portion of its claw damage is converted into bludgeoning. Once per turn, this carapace can negate a single ranged weapon attack.


Path of the Goredrinker

From its genes to neuromodulators, almost every behavioral control of Ultragore has been nurtured to maximize aggression. Its fight-or-flight response is replaced by a kill-and-kill-harder mechanism that douses its brain with incentive salience on kill. 'Path of the Goredrinker' is the code name given to Ultragore's abnormal state of bloodlust (even by its own standard), due to its similarity to Barbarian's Rage.




Ultragore screams and twitches as it showers in a bloodbath, increasing it claw damage and gain advantage on Strength checks and saves, and regenerates 2 additional Morph Sludge per turn. Killing an enemy in this state extends the duration of Goredrinker by 1 turn, and causes the aforementioned enemy to explode into a rain of blood and possibly frightens nearby creatures. Some of Ultragore's abilities are only available during Goredrinker.


Subzero Carnage

Ultragore's rear sac is perhaps the most deceptive part of its body. Its biomaterial is composed of various types of soft matter and exhibits high fluidity, offering exceptional resilience to external forces and stimuli. It regulates Ultragores body temperature and, in the case of Goredrinker frenzy, produces a cryogenic fluid to prevent blood coagulation. Ultragore can vibrate its blades and permeate the this coolant outward to its advantage.




Ultragore butchers its prey with a multiattack. The blood-soaked monstrosity curls its blades, cutting out a frigid wind that ripples through the air and freezes the earth in blood, dealing cold damage and possibly applies chilled. It then follows up with two wide horizontal slashes that deal slashing damage, and possibly applies gaping wound.


Sanguinary Storm

Ultragore's blood contains a special hydrophilic component that binds to water molecules and vaporizes alongside them. Water droplets and crystals modified by Ultragore's hydrophile look reddish-brown and form clouds at a lower altitude than normal given the same condition. Ultragore can produce an acoustic signal to guide lightning leaders from the blood cloud to the ground. Once a channel is formed, a crimson discharge will occur. This weather phenomenon imposes heavy psychological stress and may potentially break a creature's sanity.




Ultragore screeches and channels a sinister thunderstorm. Bolts of lightning randomly strikes the target area up to 7 times, each dealing lightning damage. Possibly applies shocked and Bleeding. Bleeding will turn into Hemorrhage when struck by another lightning bolt. If a creature is both shocked and hemorrhaging, it will be driven into madness.


New Swarm Evolutions

Evolution: The Swarm



Breed your own Swarm army. The size of this army grows at every even level, up to level 12. This will be the minimum amount you can have for free between each Long Rest. As you unlock more Swarm evolutions, you will discover new ways to temporarily increase the size of your Swarm. Each type of Swarm unit provides a unique benefit to other Swarm units nearby. You can also connect to the Swarm network for various benefits, or even let your allies connect via R.A.V.E.N.'s node docking procedure. Your Swarm will provide tactical support for your minions, offering them Swarm Intelligence and, once you reach level 12, The Great Swarm.


Evolution: Mass Recall

Despite their intimidating presence, Tunneler Worms are much less aggressive than their tiny kin. Grey tumors spread when they emerge, followed by a gigantic maw swallowing an entire army. Tunneler Worms are gradually being integrated into the logistic system of the Cult.




Call forth a Tunneler Worm to retrieve your Swarm army. Sometimes when minions get stuck, a giant worm may just be what you need to collect them!


Evolution: Swarm Strength

Your Athletics skill is increased by 1 for each Swarm unit nearby. You can throw an object or a creature whose weight is less than 200 times your strength. For example, if you have 20 strength, you can throw up to 4000 kilograms.
Weight rules used in normal throw are greatly enhanced by Swarm Strength:
  • Bludgeoning damage dealt by Light, Medium and Heavy objects are doubled.
  • If the thrown object or creature is over half the target's weight, the target will be knocked prone.
  • If the thrown object or creature is heavier the target, the target will be stunned.


Evolution: Swarm Network



Connect yourself to Swarm Network and gain certain benefits. These benefits are increased by 100% for each Swarm unit nearby. Swarm Network will be upgraded as you level up.
  • Collective Security: increase saving throw success rate based on number of nodes connected.
  • Premonition Simulation: you can use Evasion while connected and while Collective Security is up.
  • Critical Hivemind: increase critical hit chance and damage output based on number of nodes connected; occurs once per long rest.


Evolution: Swarm Fermentation

Whenever you become drunk, your Swarm also becomes drunk and their Strength is increased by 2. You can let your Swarm take over your fabricator. The next batch of bombs you fabricate will be consumed by your Swarm. In return, your Swarm will unlock temporary abilities based on the items it consumed.


Legendary Fermentation: Tears of the Cosmo

Your Swarm relived the memory of a bygone star, and aeons of tales unfolded before you. A lonely child amidst chaos who just ignited its flame. Silence accompanied it for most of its life. There was, however, a brief moment of clamor came from a once barren rocky neighbour. The rock's tiny residents embraced the star's radiance, and piled upon each other endlessly for purposes it would never know. Ages passed and its flame went out. As the collapse began, it shouted a luminous rupture in defiance, telling the universe it existed. These remnants would travel far and wide, and become part of something new...

The faint whisper of your patron protected you from being swept away by the emotions of a cosmic entity, and provided guidance on how to utilize such power. You decided to give it a proper send off with a swarm of meteorites.




The cosmo weeps and shed 12 meteoric tears over your extolment of a star's chronicle. Each meteorite deals a combination of force, fire and percentage hp damage, and applies Radiation Poisoning. A creature can only be damaged by up to 3 meteorites, and subsequent hits are ignored.


Evolution Evolved

8.0 update also overhauled the base evolutions from 1.0 era. Their design back then was just a reflavored replacement of easily accessible buffs through potions and spells. I wanted to give them some more personality, along with Evolution: The Great Swarm.


Evolution: The Great Swarm

You have become the Swarm. Some of your evolutions have been enhanced with additional effects. Your minions are further empowered. When you have more than 60% Biofuel remaining and are not invisible, you slowly regenerate Morph Sludge.

I was never really satisfied with the way Evolution: The Great Swarm works. It was first introduced in patch 6.0, and didn't really do anything interesting. At the time I just wanted to fill level 12 with something, anything. And the result was a boring passive stat buff. Evolution: The Great Swarm was neither evolutionary not creative.

That changes in 8.0. Evolution: The Great Swarm now influences your minions and your evolutions rather than just passively buff yourself, making it feel like a true evolution feature.


Evolution: Chitin Exoskeleton

Rebuking Deformation (requires Evolution: The Great Swarm): melee attacker hit you are sent reeling.


Evolution: Elastic Myomere

Kinetic Reservoir (requires Evolution: The Great Swarm): gain freedom of movement and impact landing.


Evolution: Vomeronasal Tumor

Social Enhancer (requires Evolution: The Great Swarm): add your proficiency bonus to Charisma related skills.


Evolution: Biological Dispersal

Path Deviation (requires Evolution: The Great Swarm): gain Spell Resistance while transformed.


Evolution: Membrane Outgrowth

Velocity Ramp (requires Evolution: The Great Swarm): fly with this evolution increases your movement speed. When you have more than 30 movement speed available, you unlock a single use of Evolution: Thundercrash.


Evolution: Thundercrash

Discharge stored electricity in a synchronized burst and enable you to propel yourself with some directional control.




Crash into your foes with thunderous impact, dealing lightning damage. Possibly shock them and knock them off balance.


Optical Melanophores

Visual Induction (requires Evolution: The Great Swarm): generates a stealth field to cloak allies with a weaker camouflage effect.




It's a Dangerous Job

8.0 update introduces various changes to hazard navigation gear and superior fabricable weapons. Lung Impaler, Sunken Maul and Hazard Navigation Suit all received new models and item icons. Some new abilities were also added.


Lobectomy

Crouch and ready Lung Impaler's weapon scope. During this time, your sight range and basic attack range is massively increased. Ranged attacks are more accurate at long range, but you move slower and melee attackers have advantage against you. Once per long rest, if you can maintain this state for 3 turns without being attacked or shouting, you unlock a single use of Last Breath.


Last Breath

Biomechanical tanks were among the most common armored vehicles during the war. Setae chassis for cliff side ambush, cryptobiotic system for months long operations without refueling or resupplying... the list goes on. Although they were slower than tracked vehicles, their versatility was almost unparalleled, perhaps only surpassed by infantries; the latter, however, lacked the means of direct fire against the former. Lung Impaler was designed to solve this problem, and lived up to its name.




Fires a massive bolt that punctures through the air and impales its victim. It becomes Lung Impaled and loses legendary resistance if it has any.


Land Mines

New ability added to Hazard Navigation Gloves. You can lay down land mines next to you. They will detonate when stepped on by enemies.


Mumbling Echoes & Industrial Hand

These two items have been moved to a new toolkit type: Museum Curio.


Quite the Collection, Isn't It?

8.0 update introduces two new toolkits. They can be fabricated under Curio from Cult's Museum.


Horticulturist's Soil

A replica of a curiosity from a horticulturist, its real copy now resides in the Cult's museum. The horticulturist was loved by her townsfolk, and was often sought out for help in miscellaneous matters. As her fame grows, so spreads the rumor of her being a witch. Cults, industrialists, the military, the royal family and so on, all want her talent, and pulled her further and further into the maelstrom of conflicts.




Spray the soil and trick targets into thinking they are plants, and their lifeform will gradually resemble one:
  • Blood, alcohol, oil and grease will dehydrate it, imposing a penalty.
  • Water will hydrate it, granting it a bonus.
  • While fully visible, it is enlarged. While obscured, it is reduced. Special interactions with plants will also apply to it.

If you spray the soil on a real plant, or on a creature that is being tricked, they will be pacified.


Malediction Sewing

A replica of a curiosity from an unknown origin, its real copy now resides in the Cult's museum. One of the most studied museum curio by Cult archaeologists and supernatural specialists. This strange looking doll preserves many dark parts of history that are relatively unknown. It can relay those memories in a manner that often causes reality breach. So far three stories have been revealed, and researchers believe there is yet more to uncover.




Curse a creature and haunt them with memories of the tormented. Shortly afterwards, a memory of horror will manifest in reality, randomly chosen from the following scenarios:
  • Wolf Blood Potion: creature is engulfed by memories of an alchemist who studied Lycanthrope. It turns into a mad werewolf for a short duration.
  • Cliff-Top Asylum: creature is engulfed by memories of a test subject who was driven insane. It experiences a trauma whenever it takes physical damage.
  • Night of the Cinder: creature is engulfed by memories of a horrific massacre that took place in a remote village. It lashes out against nearby spellcasters whenever they do damage with magic.


Clairvoyance Brew

Clairvoyance brew has been reworked, it now offers three different drinks, each with a unique flavor. Since it's available at level 1, I will let you find out :)




Quality of Life

Added toggleable passives that let you change the VFX intensity of Choir of the Swarm, Swarm Intelligence and the Great Swarm.


Miscellaneous

Recolored Bile Usher, it now looks more pale and fleshy. I also trimmed some of the excessive parts on its head, it no longer looks as messy as before.



Scrounger's Field Manual now expanded to three volumes, offering new lore and better (hopefully) onboarding experience for this class.

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KuaiBan

10 comments

  1. darksvj
    darksvj
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    This is inarguably one of the most detailed mods in bg3, incredible. 
    1. KuaiBan
      KuaiBan
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      • 17 kudos
      Thank you! And enjoy :D
  2. SOSolacex
    SOSolacex
    • supporter
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    Hi, out of curiosity. Are all swarm units meant to be uncontrollable and seen as enemies?

    As said in the article:
    Hiveling

    The most basic unit of the Swarm. You have full control of them outside of combat. But
    once combat starts, they will act on their own.

    However so far I've seen a patchling with a red border and it is also uncontrollable.
    1. KuaiBan
      KuaiBan
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      • 17 kudos
      Hi there, this bug has been fixed in 8.0.1
  3. wrathfulmaiden
    wrathfulmaiden
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    golly i love the amount of work you put into this mod. the lore is so so cool and intricate. thanks for all the hard work! favorite class 100/10
    1. KuaiBan
      KuaiBan
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      • 17 kudos
      Thank you! Glad you like the new stuff! Enjoy :D
  4. ZenithHexus
    ZenithHexus
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    The most detailed bg3 mod I've ever installed. Can't navigate a level up screen or item information without reading the amazing lore and flavour text, great use of vfx and sfx and a plethora of interesting mechanics and interactions otherwise unheard of in vanilla bg3. Your mod is a work of art!
    1. KuaiBan
      KuaiBan
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      • 17 kudos
      Glad you like the lore and flavor texts and all the vfx. There are a couple of passives that let you change the vfx intensity if you ever find them excessive. Thank you and have a wonderful playthrough!
  5. tav3352
    tav3352
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    yoooo! This is so cool! thank you so much for this
    1. KuaiBan
      KuaiBan
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      • 17 kudos
      Thank you!